I completely agree.
The whole "but it will alienate those without specific gear" is a non-issue simply because people are already being shunned because of inflated ilvl requirements and YoshiP's excuses are more of a cop-out than anything else.
I completely agree.
The whole "but it will alienate those without specific gear" is a non-issue simply because people are already being shunned because of inflated ilvl requirements and YoshiP's excuses are more of a cop-out than anything else.
If it wasn't a problem, why did they go through the trouble of removing it?Yes but again that happened in 1.0 and it worked fine >.> They just made sure something nice dropped for everyone, and people went to gear up their other jobs too, since we each got our own loot box it worked out perfectly (If you didn't get a drop, you got dark matter haha). There was literally 0 drama with that in 1.0, I really, really still don't see the problem lol.
Edit: Wait..did you even look at the website and the gear stats? Did you not see my whole post where I said that it was in 1.0 and it was literally not a problem..ever haha. The only problem was the RNG lol.
So you're OK with it becoming worse, simply because it's already bad?
I would like These Kind of items but the ones you suggested would still need a bit of Change.
Some of them give solely good effects of which some are overpowered, others seem to be Kind of week.
For example:
-Tremor Earrings of Fending
Additionally decreases damage taken by 7%, however reduces movement speed by 15% as well.
here we have 7% dmg reduction which is pretty good, but then we gain 15% reduced movememnt Speed which can even that out to a degree (getting hit by more aoes), in this case i would use this situationaly deppending on the figth -> in my eyes a good idea (even if i would think of the -15% Speed as anoying so i would always Switch it out after the fight)
-True Ice Bracelet of Fending
You slide around everywhere when you move leaving ice under your feet which others can slide on for 10 seconds. Increases evasion by 20%, however your attacks have a 20% additionally to also miss.
sliding around might be a funny effect but can be pretty bad in fights were you have to move a lot (just think about playing Titan HM/EX with that, well could be fun if the whole Group does it just to se who stays longest).
the biggest Problem with this is the 20% Chance to miss, as a tank to build aggro you normally use your three skill rotation with the last skill doing most of the aggro increase. with a maximum chance to hit of 0,8 the final strike would have a Chance to hit of 0,512 -> a bit above 50% of working rages of Halone would be pretty bad.
That said i like the generall idea of specific items with special effects and hope such Equipment will be implemented in the future.
If the gear with effects is REQUIRED to do x content, then it's imbalanced. You want effects that help, but don't do things that are absolutely needed to clear whatever it is you're doing. It's a very careful balancing act and it can lead to imbalance to be sure, but that doesn't mean it's not worth putting in the game. Right now gear really is massively boring, you just get whatever is an upgrade, don't swap any gear for anything else unless you decide you don't need the extra accuracy and want a tiny gain in DPS/MP/mitigation/whatever. We're only in 2.0 so I expect things to change, but it really is dreadful atm.
I bet SE would make more interesting gear but its cuz of the community and power creep.
As you can see, the majority will not want to use gear if it is not in the meta.
I.e oh your mp is low for ur ilvl
- but i like more spell speed so i traded it off
Lol what a noob you are only gimping urself
Stuff like that only makes unique effects worse.
I.e every "serious" healer should have X because it gives their single heals a Free HoT
- but i rather equip this so i can have more hp
Wow what a noob get good and learn how to heal
We already see ex primal pony farms PF parties with ilvl 110+
Even when > ilvl 100 is more than enough.
Because ppl want to feel safe in power and ilvl.
Se needs to get rid of ilvl 1st if they ever want to even make a decent attempt at gear with unique skills.
Cuz right now its just min/ max ilvl check. 2 years so far of this, yuck.
eh, all I'd really like to see along these lines is tier sets like in WoW.
A gear set that changes something about your spells.
How it's designed and how players end up using it are usually two completely different things. XIV:ARR's development team clearly realizes this. No game wants a repeat of the manastone debacle.If the gear with effects is REQUIRED to do x content, then it's imbalanced. You want effects that help, but don't do things that are absolutely needed to clear whatever it is you're doing. It's a very careful balancing act and it can lead to imbalance to be sure, but that doesn't mean it's not worth putting in the game.
Uh huh... you never played FFXI did you? Most of the higher level gear had unique effects, and we rarely ever had problems with one person needing a specific equip. The reason why is pretty simple, it's because there was plenty of other OPTIONS available which were just as good.
Right now we have literally the most boring and uninteresting gear known to any MMO in the history of MMOs. Every single piece is identical, and there's virtually no benefit to having coil gear over Aug. Ironworks, for example. As long as the Ilvl matches, so do the main stats and the secondaries have about as much impact as a baby's kick.
In FFXI we had the following:
Gear which enhanced particular weapon skills.
Gear which enhanced cure potency
Gear which could give you an advantage over a certain type of monster
Gear which could refresh your mana
Gear which could regen your health
In FFXIV we have:
Gear
It's about as generic as it gets, and it gets boring quickly. Moreso because it removes the FUN out of upgrading. You won't notice any real difference between your level 120 and your level 130 aside from a little extra HP, unless you parse it.
Maybe you like every piece to be the same boring repeat of everything we've already had, but some of us like flavours besides vanilla.
I did not read the whole thread, so i dont know if this was mentioned allready :/
I realy liked the challenge mode dungeons in wow. It did not add anny gear progression, but still provided "loot" in form of a set and mount after reaching gold in every dungeon.
I mean we already get ilvl scaled in dungeons anyway. Why not use this system to provide old dungeons (and new ofcause) where your ilvl gets scaled to the min entry lvl and not to the "plz don't 100% roflstomp this" point.
Then add stylegear and weapons as a reward + a fashiontoken so you can @ one point just buy the piece you want when ou where not blessed by the rng god
Based on what i see in the forums people like to play the dress up game + we get somewhat challenging contend + distribute some bragging rights people like in mmos.
I think Horizontal Progression statwise is realy hard to ballance. I just can't see how this would not create cookiecutter builds based on items with procs and stuff like that allready mentioned in this thread.
Shure you could introduce 2 sets for each job with each boosting ceartain skills resulting in slightly different playstyles. But imagene getting f*** by rng and having 50% of each set. In an optimal cenario this would be as good as one complete set. Bt if thats the case, why even create seperate sets when there is no incentive to go after them.
Last edited by Smexynerdy; 04-22-2015 at 08:45 PM.
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